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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Ideas
Was that nessesary?... I don't think so.
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Thu Nov 22, 2007 4:33 pm |
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Slim22
Joined: Thu Aug 23, 2007 6:22 pm Posts: 7 Location: UK
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mexican staring frog
Mexican Staring Frog there is no dl here it's just a pic. DON'T LOOK DIRECTLY AT IT!...oh, too late. EDIT: I didn't make this a scene because of the pre-placed doors auto assigned to the other team, and also because i used eternjc's 'bunkerdoors up and left' mod (which rocks).
Last edited by Slim22 on Sat Feb 09, 2008 10:59 am, edited 2 times in total.
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Sat Feb 09, 2008 12:17 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: mexican staring frog
What was the point in the picture if there's no DL?
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Sat Feb 09, 2008 12:18 am |
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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Re: Ideas
How about some ideas for an underwater map? Attachment:
Background.png [ 3.75 KiB | Viewed 4365 times ]
Instead of a sky, the background is filled with a nice blue color, and clouds are replaced with schools of fish. Dirt is replaced with sand and mud. Regular plants are all replaced with sea plants. Various sea-stuff sprinkled on the ground 1: sea shells, 2: lots of coral reefs, 3: sand castles, 4: diving helmets. Attachment:
Treasure.png [ 4.26 KiB | Viewed 4363 times ]
Rather then gold just strewn about, they're obtained thorough treasure items. 1:wooden chest, 2: iron chest (tougher but filled with gold), 3: Skeletons wearing valuable things, 4: small pocket with a pile of gold, 5: shells containing a dot of gold. Attachment:
Submarine.png [ 13.88 KiB | Viewed 4378 times ]
Custom Submarine Bunkers, one upright and the other vertical. (yellow rectangles are doors) 1: Rear propeller, 2: Blown out entrance, 3: Digging area, 4: Brain room, 5: Periscope
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Mon Mar 03, 2008 10:51 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Ideas
Levelx wrote: How about some ideas for an underwater map?
Instead of a sky, the background is filled with a nice blue color, and clouds are replaced with schools of fish. Dirt is replaced with sand and mud. Regular plants are all replaced with sea plants.
Various sea-stuff sprinkled on the ground 1: sea shells, 2: lots of coral reefs, 3: sand castles, 4: diving helmets.
Rather then gold just strewn about, they're obtained thorough treasure items. 1:wooden chest, 2: iron chest (tougher but filled with gold), 3: Skeletons wearing valuable things, 4: small pocket with a pile of gold, 5: shells containing a dot of gold.
Custom Submarine Bunkers, one upright and the other vertical. (yellow rectangles are doors) 1: Rear propeller, 2: Blown out entrance, 3: Digging area, 4: Brain room, 5: Periscope My friend has been working on something very similar to this actually. *Idea reserved*
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Tue Mar 04, 2008 12:10 am |
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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Re: Ideas
Lord Tim wrote: *Idea reserved* I'm confused. Are you saying not to take credit, or not to pursue the concept? I just posted it to ask the question: "If an undersea map was made, what stuff could/should it have?".
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Tue Mar 04, 2008 1:21 am |
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Kigali
Joined: Mon Feb 18, 2008 12:51 am Posts: 105 Location: A ninja never reveals their location...
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Re: Ideas
Jox =3 wrote: Make this glass thing an ARocket that don't move and have a big life. Don't make a glass thing, make a forcefield shield thing. You could make those thing as a mod including the map together... I know it would be near impossible, but it would be uber cool if you had some sort of shield generator, and when you destroy it, the shield disappears. You could make it a unit and it's fire could be to toggle the shield on or off. IDK just throwing out ideas don't flame me. cambiogris wrote: Well, here's a quick nuclear block that uses the Nuclear Missile mod... Code: AddActor = Actor InstanceName = Nuke Block AddToGroup = Test PinStrength = 50 Mass = 5 RestThreshold = -500 Sharpness = 0.1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = CHANGEME FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AngularVel = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Tech Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Tech Resolution = 4 Depth = 10 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Intense Damage Count = 1500 Spread = 3.14 MaxVelocity = 60 MinVelocity = 60 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Heavy Damage Count = 2500 Spread = 3.14 MaxVelocity = 70 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Medium Damage Count = 2500 Spread = 3.14 MaxVelocity = 75 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Fire Effect 1 Count = 1000 Spread = 3.14 MaxVelocity = 60 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Fire Effect 2 Count = 1000 Spread = 3.14 MaxVelocity = 65 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Toxic Smog Count = 700 Spread = 3.14 MaxVelocity = 40 MinVelocity = 30 AddGib = Gib GibParticle = MOSParticle CopyOf = Toxic Smog Count = 700 Spread = 3.14 MaxVelocity = 40 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Fallout Count = 500 Spread = 3.14 MaxVelocity = 200 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Glow Count = 2000 Spread = 3.14 MaxVelocity = 125 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Glow Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Glow 2 Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Radiation Glow Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Radiation Glow 2 Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Radiation Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 GibImpulseLimit = 50 GibWoundLimit = 5 GibSound = Sound CopyOf = Metal Penetration Hit No more lag than the original Nuclear Missile... What the hell is this? Can you pic for convenience?
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Tue Mar 04, 2008 3:51 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Ideas
Necro, but I think its for a good reason...
Ok,Kigali, its quite simple (I beleive). Just make a pinned or "free" actor/rocket/dropship/whateveritis, just like you want and attach a emitter to it, and make emitt a giant rocket/dropship like thing, inpenetrable and indestructible with the shield-shape of your choice. Thada, shield!
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Sun Mar 09, 2008 12:36 am |
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Czar Leopold
Joined: Mon Dec 17, 2007 10:19 pm Posts: 104
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Re: Ideas
Mild necro, I suppose. I reckon that an industrial wasteland type map would be good. You know, with dark backgrounds, dead plants, scorched, dead looking soil, and big factory buildings. with, like, reactor halls with leaky reactors filled with some kind of nasty stuff. Killer emitters, and so on. Probably lag to kingdom come though.
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Thu Mar 27, 2008 6:06 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Ideas
A large long map with a city in the middle. Should look somewhat like this: (Note: The bunker is just there for scale, and shouldn't be on the map).
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Fri Mar 28, 2008 2:31 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Ideas
Lambda wrote: A large long map with a city in the middle.
Should look somewhat like this: -LOL THIBOODIA PROPHECY SNIP'D-
(Note: The bunker is just there for scale, and shouldn't be on the map). Sounds and looks bitchin'. We need a snowy/rocky and desert/rocky map. Also, a really huge, rocky, icy night mountain map, preferably using the snow emitters from Icelands. And a 'junkyard' map. I think that one explains itself.
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Mon Mar 31, 2008 9:16 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Ideas
I think it would also be pretty cool if you could walk inside the buildings and shoot out their windows. Kind of like Apocalypse Towers.
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Fri Apr 04, 2008 12:42 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ideas
The city, undersea, and explody tower are all sick ideas. Maek naow!
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Sat Apr 26, 2008 5:22 am |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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Re: Ideas
Necro Much?
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Sun Apr 27, 2008 3:53 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ideas
It was pretty much at the top! But yes, didn't realise.
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Mon Apr 28, 2008 9:22 am |
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